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<h1>Lots-O-Images benchmarks</h1>
<p>These samples attempt to draw as many 32x32 images as possible at ~60 frames a second using various techniques.</p>
<p>Before running these tests you should turn off as many other programs as you can</p>
<p>If you are comparing browsers</p>
<ul>
<li>try to make sure the content area is about the same size in all browsers</li>
<li>only run the test in 1 browser at a time</li>
<li>make sure all browsers are completely on the same monitior if you have more than 1 monitor</li>
<li>make sure each browser is complete visible and not overlapped by menus, docks, task bars, notifications</li>
</ul>
Also see <a href="../lots-o-objects/index.html">Lots-O-Objects</a>.
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<div><a href="lots-o-images-draw-elements.html">
<img src="lots-o-images-draw-elements.png" /></a><br/>
<a href="lots-o-images-draw-elements.html">Lots O Images - DrawElements {alpha:false, antialias:false}</a><br>
<p>This sample uses the standard drawElements function call, once for each image quad.</p>
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<div><a href="lots-o-images-buffer-data.html">
<img src="lots-o-images-buffer-data.png" /></a><br/>
<a href="lots-o-images-buffer-data.html">Lots O Images - BufferData</a>
<p>This sample puts all images quads in a large buffer. The positions of each image are updated in JavaScript and then sent to the GPU with a call to BufferData.</p>
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<div><a href="lots-o-images-draw-elements-instanced.html">
<img src="lots-o-images-draw-elements.png" /></a><br/>
<a href="lots-o-images-draw-elements-instanced.html">Lots O Images - DrawElementsInstanced {alpha:false, antialias:false}</a><br>
<p>This sample uses the drawElementsElements from ANGLE_instanced_arrays.</p>
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